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Thread: [Official] Reform requirements - as at 2.3

  1. #201
    Senator
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    Apr 2013
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    Default Re: Reform requirements

    Well they are not in the game yet.Probably in the next update.
    Last edited by Sint; February 28, 2015 at 10:42 AM.
    Elder Scrolls Online :Messing up the Lore since 2007...

    Well overhand or underhand: 3:50 Onwards...

  2. #202

    Default Re: Reform requirements

    thanks

  3. #203

    Default Re: Reform requirements

    The Pritanoi reforms work as described. An Iron Fist kingdom administration giving access to better units. Also i noticed that there is no mainland Pritanoi government only alliances

  4. #204

    Default Re: Reform requirements

    I can second that the Pritanoi reforms work. I'm disappointed in what it unlocks.

    Only two buildings unlocking two units and I can't take the chariots off the island. The noble cavalry unit is useful but the whole process doesn't feel like an accomplishment. I would have hoped to be able to upgrade to a large city and an armor upgrade.

  5. #205

    Default Re: Reform requirements

    It is still a work in progress and hopefully the Pritanoi will receive more love and attention in future updates
    "Every man is guilty of all the good he didn't do."
    ~Voltaire




  6. #206

    Default Re: Reform requirements

    i thought the government was fine but the other British tribes seemed content forever after i conquered them, probably because of the same culture. It felt strange compared to my Carthage campaign where it was a real puzzle to keep order in my empire and sneakily increase my culture.

  7. #207

    Default Re: Reform requirements

    Any idea how you make the units more armoured with for example the Arevaci? You can see the units in costum battles having chainmail

  8. #208

    Default Re: Reform requirements

    Reforms might do it, like it does for the germans, but I'm pretty sure the arevaci don't have any yet. Is there perhaps a shrine or other building doing it for them?

  9. #209

    Default Re: Reform requirements

    Is there a link as to what the Sweboz reform actually unlocks? I want to try them but thats alot of gameplay for only one or two extra units

  10. #210

    Default Re: Reform requirements

    I don't think there are any buildings; it would be weird to have the reformed units in and not the actual reform. Usually it's the other way around

  11. #211

    Default Re: Reform requirements

    Hi,

    I have a strange thing in my reform with Saka :

    I took Khiva, Bukhara and Nisa, and concerted them to city.
    Then I had to wait for city upgrade because the conversion keep nomadic "walls" building instead of converting them to the corresponding city/settlement wall building, and the reform is triggered by settlement walls.

    But I had my reform but what happened is strange :

    I had the reform building and the gov royal building.

    But first : the gov building doesn't show the +1 to cultural conversion every turn (don't ask why, I dont know...)
    And second (and more importantly...) While the Saka culture switched to "Eastern tribal", the culture that is increasing is... " eastern imperial", making my settlements less and less under my control !

    Is it a bug or is there anything I should know ?

    EDIT : I forgot to write that I have the "royal authority rises" splash screen that spams me every turns since the beginning of the campaign.
    EDIT 2 : it seems that I had two reforms together, so reform 1 and 2 has been triggered. The culture will not be "eastern imperial" untill reform 3 will be triggered.
    It seems quite difficult to achieve this goal with the fact that your own government convert your cities to imperial while you are stil tribal. To trigger reform 3, we have to conquer a lot of settlements.
    I think this is a mistake.
    EDIT 3 : and a clue on why the +1 culture point doesn't appear every turn on the gov building ; here is the building parameter in export_descr_buildings.txt :

    Code:
    religion_level bonus 1 requires factions { f_saka, }  and not region_religion rel_c 60 and event_counter ecReligionUpdate 1
    Last edited by Floren d'Asteneuz; April 03, 2015 at 07:35 AM.


  12. #212
    Primicerius
    Join Date
    Sep 2011
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    Saskatoon, Saskatchewan Canada
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    3,522

    Default Re: Reform requirements

    No meaningful Macedonian reforms? I mean I cam across something you build titled reform but it has little to no effect on how things were originally.

  13. #213

    Default Re: Reform requirements

    Macedonian elite units are not finished yet so i don't know if there are any reforms at the moment.



    EDIT : I forgot to write that I have the "royal authority rises" splash screen that spams me every turns since the beginning of the campaign.
    I remember this one. After your authority rises above 6 or 8 "royal authority rises" at the beginning of every turn. I think it is meant for when you become eastern imperial.

  14. #214
    Cohors_Evocata's Avatar Centenarius
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    Default Re: Reform requirements

    Bumpadump. This could be stickied perhaps?
    I tend to edit my posts once or several times after writing and uploading them. Please keep this in mind when reading a recent post of mine. Also, should someone, for some unimaginable reason, wish to rep me, please add your username in the process, so I can at least know whom to be grateful towards.

    My thanks in advance.

  15. #215

    Default Re: Reform requirements

    Quote Originally Posted by Dan113112 View Post
    No meaningful Macedonian reforms? I mean I cam across something you build titled reform but it has little to no effect on how things were originally.
    They now (as of 2.02) share the Hellenistic Reforms with the other Hellenistic factions. We hope that will mean even more (ie more units) with the full release.

  16. #216

    Default Re: Reform requirements

    Quote Originally Posted by QuintusSertorius View Post
    They now (as of 2.02) share the Hellenistic Reforms with the other Hellenistic factions. We hope that will mean even more (ie more units) with the full release.
    With the summer realease,and any other future realeases,will you explain all the reform requiraments that are in the game?Like how to get the polibian roman reform.As you did with the hellenistic reforms,which take only turn times.
    It would be great.





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  17. #217
    Dirty Chai's Avatar Dux Limitis
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    Default Re: Reform requirements

    Quote Originally Posted by IBSXYPNTS View Post
    Is there a link as to what the Sweboz reform actually unlocks? I want to try them but thats alot of gameplay for only one or two extra units
    I know this is a late response, but from what I saw in the past, it essentially seems to replace all your basic units with better ones, as a full-on upgrade.
    I think they're titled "Early Germanic" and then "Later Germanic" or something. The units, that is.

  18. #218
    alin's Avatar Campidoctor
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    Romania
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    1,714

    Default Re: Reform requirements

    Quote Originally Posted by Bastard Feudalism View Post
    I know this is a late response, but from what I saw in the past, it essentially seems to replace all your basic units with better ones, as a full-on upgrade.
    I think they're titled "Early Germanic" and then "Later Germanic" or something. The units, that is.
    Exactly and also a late cavarly unit is unlocked.

    So these:


    Get upgraded to:


    Extra unit:


    Also in the summer release they'll include another late unit, Speudogordōz, late germanic pikemen.

  19. #219

    Default Re: Reform requirements

    KH reforms no longer function with 2.02c.

    You can build the congress, but it does not lead to anything, no improved governments, etc. The KH reforms work just fine in 2.01.

  20. #220

    Default Re: Reform requirements

    How does the germanic reform for the units work?As in what needs to be done?
    Generally wouldn't hurt for some guides for reforms of factions.Now we know how the hellenistic reforms work(essentially waiting turns),but how deas the others work?





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